#include "stdafx.h" #include #include "Emu/Memory/Memory.h" #include "Emu/System.h" #include "GLFragmentProgram.h" #include "GLCommonDecompiler.h" #include "../GCM.h" std::string GLFragmentDecompilerThread::getFloatTypeName(size_t elementCount) { return getFloatTypeNameImpl(elementCount); } std::string GLFragmentDecompilerThread::getFunction(FUNCTION f) { return getFunctionImpl(f); } std::string GLFragmentDecompilerThread::saturate(const std::string & code) { return "clamp(" + code + ", 0., 1.)"; } std::string GLFragmentDecompilerThread::compareFunction(COMPARE f, const std::string &Op0, const std::string &Op1) { return compareFunctionImpl(f, Op0, Op1); } void GLFragmentDecompilerThread::insertHeader(std::stringstream & OS) { OS << "#version 420" << std::endl; } void GLFragmentDecompilerThread::insertIntputs(std::stringstream & OS) { bool two_sided_enabled = m_prog.front_back_color_enabled && (m_prog.back_color_diffuse_output || m_prog.back_color_specular_output); for (const ParamType& PT : m_parr.params[PF_PARAM_IN]) { for (const ParamItem& PI : PT.items) { //ssa is defined in the program body and is not a varying type if (PI.name == "ssa") continue; std::string var_name = PI.name; if (two_sided_enabled) { if (m_prog.back_color_diffuse_output && var_name == "diff_color") var_name = "back_diff_color"; if (m_prog.back_color_specular_output && var_name == "spec_color") var_name = "back_spec_color"; } if (var_name == "fogc") var_name = "fog_c"; OS << "in " << PT.type << " " << var_name << ";" << std::endl; } } if (two_sided_enabled) { if (m_prog.front_color_diffuse_output && m_prog.back_color_diffuse_output) { OS << "in vec4 front_diff_color;" << std::endl; } if (m_prog.front_color_specular_output && m_prog.back_color_specular_output) { OS << "in vec4 front_spec_color;" << std::endl; } } } void GLFragmentDecompilerThread::insertOutputs(std::stringstream & OS) { const std::pair table[] = { { "ocol0", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r0" : "h0" }, { "ocol1", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r2" : "h4" }, { "ocol2", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r3" : "h6" }, { "ocol3", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r4" : "h8" }, }; for (int i = 0; i < sizeof(table) / sizeof(*table); ++i) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", table[i].second)) OS << "out vec4 " << table[i].first << ";" << std::endl; } } void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS) { for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM]) { if (PT.type != "sampler1D" && PT.type != "sampler2D" && PT.type != "sampler3D" && PT.type != "samplerCube") continue; for (const ParamItem& PI : PT.items) { std::string samplerType = PT.type; int index = atoi(&PI.name.data()[3]); OS << "uniform " << samplerType << " " << PI.name << ";" << std::endl; } } OS << std::endl; OS << "layout(std140, binding = 2) uniform FragmentConstantsBuffer" << std::endl; OS << "{" << std::endl; for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM]) { if (PT.type == "sampler1D" || PT.type == "sampler2D" || PT.type == "sampler3D" || PT.type == "samplerCube") continue; for (const ParamItem& PI : PT.items) OS << " " << PT.type << " " << PI.name << ";" << std::endl; } // Fragment state parameters OS << " float fog_param0;\n"; OS << " float fog_param1;\n"; OS << " uint alpha_test;\n"; OS << " float alpha_ref;\n"; OS << " vec4 texture_parameters[16];\n"; //sampling: x,y scaling and (unused) offsets data OS << "};" << std::endl; } namespace { // Note: It's not clear whether fog is computed per pixel or per vertex. // But it makes more sense to compute exp of interpoled value than to interpolate exp values. void insert_fog_declaration(std::stringstream & OS, rsx::fog_mode mode) { std::string fog_func = {}; switch (mode) { case rsx::fog_mode::linear: fog_func = "fog_param1 * fog_c.x + (fog_param0 - 1.), fog_param1 * fog_c.x + (fog_param0 - 1.)"; break; case rsx::fog_mode::exponential: fog_func = "11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5), exp(11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5))"; break; case rsx::fog_mode::exponential2: fog_func = "4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5)), 2.)"; break; case rsx::fog_mode::linear_abs: fog_func = "fog_param1 * abs(fog_c.x) + (fog_param0 - 1.), fog_param1 * abs(fog_c.x) + (fog_param0 - 1.)"; break; case rsx::fog_mode::exponential_abs: fog_func = "11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), exp(11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5))"; break; case rsx::fog_mode::exponential2_abs: fog_func = "4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5)), 2.)"; break; default: fog_func = "0.0, 0.0"; } OS << " vec4 fogc = clamp(vec4(" << fog_func << ", 0., 0.), 0., 1.);\n"; } void insert_texture_scale(std::stringstream & OS, const RSXFragmentProgram& prog, int index) { std::string vec_type = "vec2"; switch (prog.get_texture_dimension(index)) { case rsx::texture_dimension_extended::texture_dimension_1d: vec_type = "float"; break; case rsx::texture_dimension_extended::texture_dimension_2d: vec_type = "vec2"; break; case rsx::texture_dimension_extended::texture_dimension_3d: case rsx::texture_dimension_extended::texture_dimension_cubemap: vec_type = "vec3"; } if (prog.unnormalized_coords & (1 << index)) OS << "\t" << vec_type << " tex" << index << "_coord_scale = texture_parameters[" << index << "].xy / textureSize(tex" << index << ", 0);\n"; else OS << "\t" << vec_type << " tex" << index << "_coord_scale = " << vec_type << "(1.);\n"; } std::string insert_texture_fetch(const RSXFragmentProgram& prog, int index) { std::string tex_name = "tex" + std::to_string(index); std::string coord_name = "tc" + std::to_string(index); switch (prog.get_texture_dimension(index)) { case rsx::texture_dimension_extended::texture_dimension_1d: return "texture(" + tex_name + ", (" + coord_name + ".x * " + tex_name + "_coord_scale))"; case rsx::texture_dimension_extended::texture_dimension_2d: return "texture(" + tex_name + ", (" + coord_name + ".xy * " + tex_name + "_coord_scale))"; case rsx::texture_dimension_extended::texture_dimension_3d: case rsx::texture_dimension_extended::texture_dimension_cubemap: return "texture(" + tex_name + ", (" + coord_name + ".xyz * " + tex_name + "_coord_scale))"; } } } void GLFragmentDecompilerThread::insertMainStart(std::stringstream & OS) { insert_glsl_legacy_function(OS); const std::set output_values = { "r0", "r1", "r2", "r3", "r4", "h0", "h2", "h4", "h6", "h8" }; std::string parameters = ""; for (auto ®_name : output_values) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", reg_name)) { if (parameters.length()) parameters += ", "; parameters += "inout vec4 " + reg_name; } } OS << "void fs_main(" << parameters << ")" << std::endl; OS << "{" << std::endl; for (const ParamType& PT : m_parr.params[PF_PARAM_NONE]) { for (const ParamItem& PI : PT.items) { if (output_values.find(PI.name) != output_values.end()) continue; OS << " " << PT.type << " " << PI.name; if (!PI.value.empty()) OS << " = " << PI.value; OS << ";" << std::endl; } } OS << " vec4 ssa = gl_FrontFacing ? vec4(1.) : vec4(-1.);\n"; OS << " vec4 wpos = gl_FragCoord;\n"; //Flip wpos in Y //We could optionally export wpos from the VS, but this is so much easier if (m_prog.origin_mode == rsx::window_origin::bottom) OS << " wpos.y = " << std::to_string(m_prog.height) << " - wpos.y;\n"; for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM]) { if (PT.type != "sampler2D") continue; for (const ParamItem& PI : PT.items) { std::string samplerType = PT.type; int index = atoi(&PI.name.data()[3]); insert_texture_scale(OS, m_prog, index); } } bool two_sided_enabled = m_prog.front_back_color_enabled && (m_prog.back_color_diffuse_output || m_prog.back_color_specular_output); for (const ParamType& PT : m_parr.params[PF_PARAM_IN]) { for (const ParamItem& PI : PT.items) { if (two_sided_enabled) { if (PI.name == "spec_color") { if (m_prog.back_color_specular_output) { if (m_prog.back_color_specular_output && m_prog.front_color_specular_output) { OS << " vec4 spec_color = gl_FrontFacing ? front_spec_color : back_spec_color;\n"; } else { OS << " vec4 spec_color = back_spec_color;\n"; } } continue; } else if (PI.name == "diff_color") { if (m_prog.back_color_diffuse_output) { if (m_prog.back_color_diffuse_output && m_prog.front_color_diffuse_output) { OS << " vec4 diff_color = gl_FrontFacing ? front_diff_color : back_diff_color;\n"; } else { OS << " vec4 diff_color = back_diff_color;\n"; } } continue; } } if (PI.name == "fogc") { insert_fog_declaration(OS, m_prog.fog_equation); continue; } } } } void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS) { const std::pair table[] = { { "ocol0", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r0" : "h0" }, { "ocol1", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r2" : "h4" }, { "ocol2", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r3" : "h6" }, { "ocol3", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r4" : "h8" }, }; const std::set output_values = { "r0", "r1", "r2", "r3", "r4", "h0", "h2", "h4", "h6", "h8" }; std::string first_output_name = ""; std::string color_output_block = ""; for (int i = 0; i < sizeof(table) / sizeof(*table); ++i) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", table[i].second)) { color_output_block += " " + table[i].first + " = " + table[i].second + ";\n"; if (first_output_name.empty()) first_output_name = table[i].second; } } if (!first_output_name.empty()) { auto make_comparison_test = [](rsx::comparison_function compare_func, const std::string &test, const std::string &a, const std::string &b) -> std::string { std::string compare; switch (compare_func) { case rsx::comparison_function::equal: compare = " == "; break; case rsx::comparison_function::not_equal: compare = " != "; break; case rsx::comparison_function::less_or_equal: compare = " <= "; break; case rsx::comparison_function::less: compare = " < "; break; case rsx::comparison_function::greater: compare = " > "; break; case rsx::comparison_function::greater_or_equal: compare = " >= "; break; default: return ""; } return " if (" + test + "!(" + a + compare + b + ")) discard;\n"; }; for (u8 index = 0; index < 16; ++index) { if (m_prog.textures_alpha_kill[index]) { std::string fetch_texture = insert_texture_fetch(m_prog, index) + ".a"; OS << make_comparison_test((rsx::comparison_function)m_prog.textures_zfunc[index], "", "0", fetch_texture); } } OS << make_comparison_test(m_prog.alpha_func, "alpha_test != 0 && ", first_output_name + ".a", "alpha_ref"); } OS << "}" << std::endl << std::endl; OS << "void main()" << std::endl; OS << "{" << std::endl; std::string parameters = ""; for (auto ®_name : output_values) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", reg_name)) { if (parameters.length()) parameters += ", "; parameters += reg_name; OS << " vec4 " << reg_name << " = vec4(0.);" << std::endl; } } OS << std::endl << " fs_main(" + parameters + ");" << std::endl << std::endl; //Append the color output assignments OS << color_output_block; if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT) { { /** Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader * but it writes depth in r1.z and not h2.z. * Maybe there's a different flag for depth ? */ //OS << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "\tgl_FragDepth = r1.z;\n" : "\tgl_FragDepth = h0.z;\n") << std::endl; OS << " gl_FragDepth = r1.z;\n"; } } OS << "}" << std::endl; } void GLFragmentDecompilerThread::Task() { m_shader = Decompile(); } GLFragmentProgram::GLFragmentProgram() { } GLFragmentProgram::~GLFragmentProgram() { Delete(); } void GLFragmentProgram::Decompile(const RSXFragmentProgram& prog) { u32 size; GLFragmentDecompilerThread decompiler(shader, parr, prog, size); decompiler.Task(); for (const ParamType& PT : decompiler.m_parr.params[PF_PARAM_UNIFORM]) { for (const ParamItem& PI : PT.items) { if (PT.type == "sampler1D" || PT.type == "sampler2D" || PT.type == "sampler3D" || PT.type == "samplerCube") continue; size_t offset = atoi(PI.name.c_str() + 2); FragmentConstantOffsetCache.push_back(offset); } } } void GLFragmentProgram::Compile() { if (id) { glDeleteShader(id); } id = glCreateShader(GL_FRAGMENT_SHADER); const char* str = shader.c_str(); const int strlen = ::narrow(shader.length()); fs::create_path(fs::get_config_dir() + "/shaderlog"); fs::file(fs::get_config_dir() + "shaderlog/FragmentProgram" + std::to_string(id) + ".glsl", fs::rewrite).write(str); glShaderSource(id, 1, &str, &strlen); glCompileShader(id); GLint compileStatus = GL_FALSE; glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus); // Determine the result of the glCompileShader call if (compileStatus != GL_TRUE) // If the shader failed to compile... { GLint infoLength; glGetShaderiv(id, GL_INFO_LOG_LENGTH, &infoLength); // Retrieve the length in bytes (including trailing NULL) of the shader info log if (infoLength > 0) { GLsizei len; char* buf = new char[infoLength]; // Buffer to store infoLog glGetShaderInfoLog(id, infoLength, &len, buf); // Retrieve the shader info log into our buffer LOG_ERROR(RSX, "Failed to compile shader: %s", buf); // Write log to the console delete[] buf; } LOG_NOTICE(RSX, "%s", shader); // Log the text of the shader that failed to compile Emu.Pause(); // Pause the emulator, we can't really continue from here } } void GLFragmentProgram::Delete() { shader.clear(); if (id) { if (Emu.IsStopped()) { LOG_WARNING(RSX, "GLFragmentProgram::Delete(): glDeleteShader(%d) avoided", id); } else { glDeleteShader(id); } id = 0; } }